Assault on Tokyo
Field Type: NeutralComplexity: ModerateFormat: AnyRestrictions: All Pokemon have a size class of 7 and a weight class of 12, all attacks ignore weight restrictions, random pokemon gets attacked by the SDF at the end of every roundDescription: The battlefield is Japan's capital in all of its entirety, from the heart of Shinjuku all the way out to the city limits. How could both trainers' pokemon possibly find each other in such a crowded metropolis?
When the pokemon are 500 feet tall, that's how.
In short, we're playing Godzilla here. All pokemon are treated as if their size class was 7 and their weight class 12. Furthermore, any weight restrictions on attacks (such as psychic) can be ignored for this battle. There's enough seawater to use water attacks, enough vegetation (natural or otherwise) to use Grass Knot, and enough buildings/tanks/laser cannons to serve for certain rock moves.
Lastly, At the end of each round, RNG one of the pokemon currently in play. The Japanese self-defense force will attack that pokemon for a fixed 10 damage.

Angel of Death [Charizard] (F)Nature: NaughtyType: Fire/FlyingFire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

<Pwnemon> can i claim .2 uc for geodude's prize claim for "emotional trauma"

Abilities:Blaze: (Passive) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)Solar Power (DW): (Passive) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Ace[Darmanitan] (M)
Nature: Docile
Type: Fire, Fire/Psychic
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Sheer Force: (Toggle)
No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.
Zen Mode (DW): (Toggle) No default effect. When toggled, once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.

Dragonite (*) Ace [F]Nature: Lonely [+Atk, -Def]Type: Dragon / FlyingDragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
(Dragonite line capable of breathing underwater)

Abilities:
Inner Focus: (Passive) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.Multiscale (DW): (Passive) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

Abilities:
Truant: (Trait) This Pokemon is naturally lazy, and becomes Sluggish after every normal action. This effect takes place after completing any normal (e.g. non-Sluggish) action. If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action. When Exhausted, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy when Exhausted. If this Pokemon uses a Combination, it becomes Sluggish or Exhausted on the action following the cooldown of the combination. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed.

Revenankh (Pharaoh) [M]Nature: Adamant; [+Atk, -SpAtk]Type: Ghost / FightingGhost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Shed Skin: (Passive) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.Air Lock: (Passive) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.Mummy (DW): (Passive) This Pokemon's skin has a lasting curse on it. When struck by an opponent's contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Look at my shiny CT!

"Today, at the edge of our hope, at the end of our time, we have chosen not only to believe in ourselves, but in each other. Today we face the monsters that are at our door. Today, we take the fight to them. Today we are canceling the apocalypse!

"Also it seems we are also the monsters. So be careful guys."

Ace: Thunder Wave (Darm.) ~ Stone Edge (Char.)
- IF you are under the effects of Taunt A1, use Hurricane (Pyr.) instead
- IF Charizard under the effects of Evasive Damaging move A2, use Hurricane (Pyr.) instead

Creon: Earthquake ~ Slash (Darm.)
- IF Darm. is under the effects of Protective/Evasive move OR Damaging Evasive move when you would use Slash, redirect to (Pyr.) instead.

Pharaoh: Earthquake ~ Glare (Char.)
- IF you are under the effects of Taunt A2, use Smack Down (Char.) instead.

Earthquake: The Pokemon uses it mighty heft or inherent knowledge of tectonic manipulation to trigger an earthquake. The splitting earth and sudden impact causes major internal and external damage to the target. Trainers are encouraged to exercise caution and common sense when using this attack in certain structures. When Earthquake strikes a Pokemon in the middle of Dig, its Base Attack Power is doubled. This attack hits all adjacent Pokemon. If allied Pokemon can attack in sequence uninterrupted by an enemy attack, they can synchronize their Earthquake and avoid damaging each other in a multi-battle.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Ground | Priority: 0 | CT: Set
Flare Blitz: The Pokémon becomes engulfed in flames, and charges at the opponent with great force, taking recoil equal to 1/3 of the damage from the attack. It will thaw a frozen opponent, and has a chance to burn the opponent.

Glare: The Pokemon locks eyes with its opponent with a look that paralyzes with an intense fear. The victim will retain this fear for a limited amount of time (or until healed of paralysis), causing them to move with extreme hesitation, occasionally locking up again. The effects of this move can be avoided if the victim makes a deliberate attempt to look away or close their eyes.

Leech Seed: The Pokemon shoots out several seeds that, upon contact, sprouts into vines and wraps around the foe. The vines turn red and saps 3 HP per action and lasts for six (6) actions. Leech Seed still heals if the original attacker is switched out or faints, provided there is a Pokemon to replace it in the same slot. Leech Seed stops healing when the foe either faints or switches out, or if there is no Pokemon to replace the original user's slot.

Sky Drop: The Pokémon grabs the opponent in its talons, and drops them from a great height. While in midair, the opponent can only use moves that either target itself, the user of Sky Drop, or the field. This move can hit any single Pokemon on the field, regardless of position. Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, Twister, and Whirlwind cannot miss against either Pokemon in the evasive stage of Sky Drop. If the user of Sky Drop is hit by Smack down while in the evasive stage, it crashes to the ground and takes (2 * Weight Class + 4) damage while the target lands unharmed. If Gravity is used, both Pokemon take this crash damage. Sky Drop fails when used on a Substitute and can be used on targets with a Weight Class up to two (2) higher than the user's.

Protect: The Pokemon erects a barrier that protects them from the damage and effects of attacks that would otherwise strike it. Attacks do not fail when used on the Pokemon, and attacks targeting the arena will succeed as normal. This move fails if used on successive actions, or after Detect, Wide Guard, Quick Guard, Agility (Evasive), Teleport (Evasive), or the Dodge Command. In a multi-battle, Protect may be shifted to an ally, but it then has zero (0) priority and uses the target's typing, defenses, and stage boosts for purposes of calculating extra energy cost.

Thunder Wave: The Pokemon releases blue sparks that target the opponent’s muscle nerves, making them have a chance not to respond to any commands, effectively paralyzing them. Pokemon with a Ground typing or the abilities Lightningrod, Limber, Motor Drive, or Volt Absorb are immune to Thunder Wave.

Look at my shiny CT!

Charizard: Cooldown~Flare Blitz Dragonite
IF Dragonite is under the effects of a p/e action when you would move A2 THEN use Double Team (3).
IF Dragonite is in the semi-invulnerable stage of a damaging evasive action when you would move A2 THEN use Double Team (3).

Darmanitan: Will-O-Wisp Dragonite~Flare Blitz Dragonite
IF Dragonite is under the effects of a p/e action when you would act THEN use Flare Blitz on Slaking and push actions back.
IF Dragonite is in the semi-invulnerable stage of a damaging evasive action when you would move THEN use Flare Blitz on Slaking and push actions back.

Pyroak: Sunny Day~Flare Blitz Dragonite
IF Dragonite is in the semi-invulnerable stage of a damaging evasive action when you would move A2 THEN redirect to Slaking.
IF Dragonite is under the effects of a p/e action when you would move A2 THEN redirect to Slaking.

After You: The Pokemon sends an invitation to the target and a quick flash of light. The light energizes the opponent and makes them begin the next phase of their attack immediately (e.x. if Focus Punch was charged, the target uses Focus Punch immediately. If the target has not begun the evasive action of Dig, they begin the evasive action. If they have already taken evasive action, then Dig's damaging stage occurs and it loses the evasive action immunity). A Pokemon under the effect of After You cannot synchronize attacks with an ally in a doubles or higher battle.

Bulldoze: The Pokemon jumps and stomps on the ground several times, creating shock waves. The shock waves stun the foe and lower their speed by one stage. Base Attack Power doubles if the foe is using Dig. This move hits all Pokemon except the user. If allied Pokemon can attack in sequence uninterrupted by an enemy attack, they can synchronize their Bulldoze and avoid damaging each other in a multi-battle.

Flare Blitz: The Pokémon becomes engulfed in flames, and charges at the opponent with great force, taking recoil equal to 1/3 of the damage from the attack. It will thaw a frozen opponent, and has a chance to burn the opponent.

Sky Drop: The Pokémon grabs the opponent in its talons, and drops them from a great height. While in midair, the opponent can only use moves that either target itself, the user of Sky Drop, or the field. This move can hit any single Pokemon on the field, regardless of position. Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, Twister, and Whirlwind cannot miss against either Pokemon in the evasive stage of Sky Drop. If the user of Sky Drop is hit by Smack down while in the evasive stage, it crashes to the ground and takes (2 * Weight Class + 4) damage while the target lands unharmed. If Gravity is used, both Pokemon take this crash damage. Sky Drop fails when used on a Substitute and can be used on targets with a Weight Class up to two (2) higher than the user's.

Sunny Day: The Pokemon calls upon the sun to shine very brightly by sending a red beam into the sky that clears the sky of clouds and intensifies the sunlight. For four (4) rounds, bright sunlight is in effect. In Moonlight the red beam greatly amplifies the moonlight's intensity, creating the same effect. If a Pokemon uses a Fire-type attack in the sun it will pick up additional heat, increasing its Base Attack Power by three (3) Pokemon cannot be frozen during Sunny Day. If a Pokemon uses a Water-type attack in the sun much of it will evaporate, reducing its Base Attack Power by three (3). Sunny Day lasts for four (4) rounds and activates Solar Power, Chlorophyll, and Leaf Guard. This move will fail if the arena is indoors.

Surf: The Pokemon summons a huge wave and rides it, crashing it down on the opponent. When Surf strikes a Pokemon in the middle of a Dive, it's Base Attack Power is 15 instead of 10. A water source such as a lake or ocean is necessary. This attack hits all adjacent Pokemon.

Ember: The Pokemon throws small flames that have a chance of burning the foe. When combined with another Special Fire Attack, the Base Attack Power of that attack is increased by one and a half (1.5x) [e.g Ember + Flamethrower is 4 + 10 * 1.5 = 19 BAP].

Flare Blitz: The Pokémon becomes engulfed in flames, and charges at the opponent with great force, taking recoil equal to 1/3 of the damage from the attack. It will thaw a frozen opponent, and has a chance to burn the opponent.

Hurricane: The Pokemon generates a violent, withering hurricane with a wind so fierce it jams out sound. The lost of hearing and intense physical pressure have a chance to confuse the opponent. The attack has perfect accuracy during rain and a 30% chance to break through Protect and Detect. This move can hit any single Pokemon on the field, regardless of position.

Protect: The Pokemon erects a barrier that protects them from the damage and effects of attacks that would otherwise strike it. Attacks do not fail when used on the Pokemon, and attacks targeting the arena will succeed as normal. This move fails if used on successive actions, or after Detect, Wide Guard, Quick Guard, Agility (Evasive), Teleport (Evasive), or the Dodge Command. In a multi-battle, Protect may be shifted to an ally, but it then has zero (0) priority and uses the target's typing, defenses, and stage boosts for purposes of calculating extra energy cost.

Rock Slide: The Pokemon summons a wide swath of boulders from the ground to fall on the foe. The suddenness of the impact can cause the opponent to flinch. This move targets up to three (3) adjacent opponents in a multi-battle. This attack requires an external source of rocks to use.

Surf: The Pokemon summons a huge wave and rides it, crashing it down on the opponent. When Surf strikes a Pokemon in the middle of a Dive, it's Base Attack Power is 15 instead of 10. A water source such as a lake or ocean is necessary. This attack hits all adjacent Pokemon.

- Rock Slide needs the *.75 BAP reduction. On that note, Surf's BAP is off (should be 10*.75= 7.5)
- The STAB bonus comes after the *2.25 of Combinations. Slaking survives on 1 HP, to get killed by Charizard next action. Important for KOCs.
- Also, for your own sake, I suggest keeping track of Paralysis.